4/14/13 SoV Presents "French-Indian War 2854"

2854, North Eastern North America
After defeating the United States in 2776, the United Kingdom has been reborn and once again controls most of North America. However, along with the empire being reborn, so to have old rivalries. The French have begun to flex their imperial muscles as well, and are supporting unrest in many British colonies. In the Americas, this means supporting the Native Americans as they begin to re-found their tribes and old cultural ties. The French have even gone so far as to sneak troops into a few key areas in North America( mostly around the great lakes, northern new york, Pennsylvania, and Ohio.) The French are now training the Native Americans, arming them, and incitingthem to war against the British. The time has come, the British, and there Colonial allies, find themselves in a guerilla war against the Native Americans and a set piece war against the forces the French have secretly brought in. And now they must have it out..

Sides: French vs. British. The French have a special forces company playing as the Native Americans and the British will have a special forces company playing as the Colonials.

Command Staffs:

British: General- Sean Fisher
X.O.- Kelly Bonseleer

French: General: Rob Smith
X.O.- Ralph Mastrangelo

Pricing is as follows:

$65.00 pre reg price gets you registration/air/1 case Valken Field Paint
Redemption Paint is available for an extra $10.00

*****Please note******
Redemption Paint will only be available on the pre-reg option only. You can buy additional case's of Redemption for $60.00 IN ADVANCE ONLY.

$75.00 Registration fee for day of the game (Field Paint ONLY)

Additional case's of Valken Field Paint $50.00(day of game)

We are still working out the logistics of how the Pre-reg process is going to work. I will keep you all in the loop as this info becomes available.

Reg update: anyone looking to use First strike rounds or does not want to buy a case of paint during the pre-reg(some of you dont go through that much paint) can do so. the reg price will be $25. I dont have pricing for first strike rounds but you work it out with the rep from Paintball Depot in order to get them there for day of game.

Medic roll/mobile hospital and respawn rules:

There will be two medics per side on the field at all times. The medic roll card can be passed along to other players so that one person is not playing that roll all day(you are not required to change medics, its only an option) Each base will have two mobile hospitals for your medics(and only your medics)to take out onto the field. this will allow your team to respawn quicker during an attack or defend situation. (the "hospital will be a prop of some sort that EVERYONE can identify, including your enemies) Dead players make their way to the hospital where they can tag back in to continue to fight. The medic needs to stay with the hospital prop the entire time in order for it to stay live. If the medic is shot out, then the prop drops where he/she stands. the mobile hospital is now out of commission until it is retrieved by a MEDIC. Only a Medic can move/retrieve the Mobile Hospital. Once the medic tags back in, he/she can make their way back to where they dropped the prob and reinstate the mobile hospital.

All players can respawn at their base at anytime so long as the base is LIVE(not destroyed by a rocket) if the base is dead, players must wait in the deadmans walk until it goes live again. rest assured we will do our best to curtail spawn camping, you may get the occasional person laying in wait... it happens.

When a player leaves the field of play and wishes to return, they must take the dead mans trail to their base and insert from there. marker up, barrel bag on the entire way lest you be mistaken for a live player and get lit up!! dont complain, this is your only warning.

there are no medic cards to punch, just an honor system. I have no doubt that the players attending this game will show nothing less than honesty and integrity all day.

All hits count EXCEPT gun hits. Nothing worse than making your way all the way across the field only to take one to the hopper. If your not sure, call for a paint check. 90% of SoV will be on field at all times as refs. Remember that the refs word is FINAL.

Any questions you can post here or PM me.

bunker busting rules:
There will be two rotating law cards per side. many players have launchers and to make it fair we are going to ask that the generals rotate the cards so everyone can get a chance to blow some **** up!

there are no 2nd floors anywhere.

basic rules apply: if a rocket hits a bunker the blast radius will be 10' from the spot of the hit. **make sure you have a ref with u to pull players out. Bunker is defined as any structure you are hiding behind(tree bunker, stick bunker or building structure) there are some 100' long bunkers up there, if you hit the first 15 feet, you do not kill the entire bunker. If you land a rocket in the middle of a Fort type bunker, the blast radius will increase to 15', which will take out most of the players inside.
You can destroy the command post with a hit from a rocket, BUT you must be with in a pre-determined perimeter to do so. in other words, no long ballin it from the middle of the field. The perimeter will be clearly marked and there will be a base ref there for the official call. Once the base is destroyed it cannot score points for a 15 minute period(flags or props brought back will not score on the Hour or Half if the base is dead. Command staff can stay if they if they want, but no docs or orders will be issued until the base is live again) Once it is destroyed, it cannot be destroyed again for 45 minutes. it has no more value for the attackers, hence forth they will be asked to vacate the area so the game can continue.
If I can think of anything else, I'll post it in this thread.